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    • Crysyn

      Only help if you can be helpful

      Hey All, A topic has come up of late in the IRC channel in regards to the general feel of the forums and the community that supports them. Things have progressed further than I would have liked with out this being addressed more publicly because I would much rather have snubbed this out sooner rather than later.. but I have been busy. Here is the general rule I would like people to follow: Wheaton's Law "Don't be a dick." Those of you from the IRC channel know that this is the only rule I ask people in there to follow and we generally have a good and lively time chatting about all manner of things. This is basic rule that just about everyone understands and I am going to expand it to the forums from here moving forward. If you can not help people in a helpful and polite manner then I simply ask you to stop. Now I generally take a back seat to moderating the forums as I like to participate in the suggestions forum fairly heavily at times and would rather do so as a forums user than a moderator. But I am also fairly well known for being the person who constantly puts their foot down and so I am stepping up and doing so on here. If you find yourself unable to respond to a message politely then I ask that you do not respond. This mostly focuses on the increasing level of hostility found within the Suggestion forum as well as the Server forum. I do not care if this is the 30th some odd time you have seen someone make the same suggestion. Or even if the new post on an older topic is one entry above the old one. I expect the members of this forum to respond politely to the user, new or old, and point to the older topic if it applies and even go the extra step to suggest they either add in new information or to summarize the outcome of the previous discussion based upon the new post's entry into it. That is what we are here for, that is why I close most topics instead of deleting them, so that they can be found and referenced down the road. The next topic is the slew of derailment attempts I have seen as of late. If you want to have fun and joke around that is what the off topic forum is for and pretty much anything goes there. I do not expect to read a suggestion thread and have to go through 3 pages of image memes people have shot back and forth. Quite simply this is a waste of my time to read and then have to clean up. Now for the summary. I am going to start taking a more active role, especially in policing the suggestion forum, and handing out warn levels to people whom I see doing this. These will be indiscriminate and applied not to just the first person who derails or is impolite on a topic or response, but to everyone whom follows the lead of that person. As I do not like doing things with out giving you all warning this post shall serve as that warning. If you have a desire to bring this topic up with me then I invite you to do so on the IRC channel. Lets raise the level of quality and grow the community. Let us not descend into the quality often found on the minecraft or league of legend forums. There is simply no need for that here. Be passionate about things, just do not be abusive.
    • Kittychanley

      Offline Servers

      Recently I've seen a few server listings showing up on the first page of the Servers forum that have been closed for an extended period of time, but have recently gotten a reply from a new member who didn't realize the server is offline. To help prevent this from happening in the future, it would be greatly appreciated if you could use the report function on the original post of any servers that have been confirmed as offline, so that the topic may be locked. If you are the admin of a server and plan on taking the server offline, please use the report function on the original post of your topic to let the TFC Staff know that the topic should be locked. If you are the admin of a server that has a locked topic, and would wish to bring the server back online, please use the report function on the original post of the topic to let the TFC Staff know that the topic should be unlocked. As always, please remember to follow rule #3 of the servers forum and update your topic title to contain the version of TFC that the server is currently running. You can do so by editing the OP, and then clicking on "Use Full Editor."


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Posts posted by Darmo

  1. 14 minutes ago, Dries007 said:

    I think I'm just going to work with stacks that will decay over time (decreasing the stacksize). This is because of both compatibility and because it's a lot to port, for something I've always considered one of the less functional design choices of TFC.

    I think that's a very good choice.  It did seem to cause a lot of problems with mod compatibility, for not much gain vs a decaying stack.


  2. Your suggestion would get rid of the random seeded nature of smithing though, correct?  Personally I find that one of the interesting aspects of TFC smithing: you kind of have to re-learn your smithing for each new world.


  3. On 12/18/2017 at 2:16 PM, Terex said:

    But it's always like that. Waiting for the next thing to happen to make x faster or better.

    The minecraft 1.13 update is, from what I understand, unlike any other update.  It is entirely reworking most of the 'guts' of minecraft, in order to allow unlimited block ids, amongst many other things.  This isn't just a matter of changing combat, or adding some mobs.  The sticking both hands in up to the elbows and messing about.  Why should Bioxx do a bunch of coding before 1.13 comes out, only to have it mucked up and have to totally redo it in 1.13?  They've already started to do that once for the 1.7->1.8 transition.  Why do it again?   People who haven't taken a good hard look at what is actually involved in 1.13 need to go do so.  It is not trivial, not even remotely. 

    All that said, I do not have any insider knowledge, and for all I know Bioxx has won the lottery and is living it up in Malta.  We'll see when 1.13 drops, hopefully early next year.


  4. On 12/9/2017 at 11:45 AM, Sugar_F0x said:

    Hardly ever do I go venturing into caves, as I usually play on hard difficulty and it's not profitable in any way whatsoever

    Really though, that's a good argument for having it at depth - to give incentive to mine deep.  But as to the OP, I'm not really that wild about copying DF so directly.  And I was never a fan of DF's weird canon regarding the fibers.  I would say adamantine should be found in small pockets at the bottom layer, in close association with lava, possibly even mostly below lava, with just a small tip sticking above, like an iceberg.  I think that there should be a new source block - magma.  Magma should not be able to be deleted by block placing or water.  It should require special machinery/magic to remove it to allow access to the adamantine below.


  5. 17 hours ago, Iwitrag said:

    Will Season 4 happen? Is it somehow planned? Or does anybody have some info at least?

    Probably not.  Aside from the fact I think a large portion of those people don't youtube anymore, there was some bitterness at the end of the 3rd season, you could tell.  Besides, nowadays it's all about the short videos.   Terrafirmacrack involved I don't even know how many hours of gameplay, over many days, a large portion of which was off-screen (and so effectively 'wasted' from a youtuber perspective).  Why would they want to invest all that time for relatively few videos, when they could spend the same time making many more, shorter videos, that get more views in total?  I doubt it would work well on Twitch, due to the large portions of grind.  Unfortunately, but that's how monetizing videos works these days.   If TFC2 got to a good enough point someday, who knows, maybe somebody would revive it.  But I don't forsee them ever going back to TFC1.


  6. @Xhatz  I'm hoping that Bioxx is taking a break waiting for the 1.13 release, which will have huge code implications from what I understand, removing the block id limit, and altering how block data is set up.  It makes a lot of sense for Bioxx not to do tons of work that he'll have to redo most of with the next update.  Minecon is in two weeks, with any luck they'll announce a date for 1.13 at that time.  Since 1.8 they've been doing an update every 6-8 months I think, and the last one was June iirc.  So I'm hoping for 1.13 in the Dec-Feb range, and hopefully a resurgence in activity.  Hopefully.


  7. On 9/21/2017 at 9:38 PM, Stroam said:

    I totally agree that a mine should last almost the entirety of a play. Many mines IRL have lasted multiple generations. 

    I feel like this is going to fight the island-hopping nature of TFC2.   It may also require mechanics a bit too grindy and restrictive for some.  I'd actually say the game benefits more from making the player use their skill to find multiple veins of some heavily used resources, such as copper and iron in TFC1. 


  8. On 9/12/2017 at 3:56 PM, SoodleNoodle said:

    I've been away from TFC for awhile and wanted to see what's changed. But the "Recent Changes" link on the Wiki isn't showing me anything. Am I doing something wrong?

    TFC1 is no longer changing.  The devs are working (slowly) on TFC2.  There is a playable version of TFC2 for download, but it's very basic right now and really is just about worldgen.  It has fire pits, and clay vessels, and very rare and scattered food, and that's about it.  The few mobs will 1-shot you, so you can't use them for food yet.   But the world gen is quite beautiful, and fun to explore in creative mode.


  9. 14 hours ago, Stroam said:

    You may be right about the hushing, but players have wanted aqueducts for quite some time. Even if it's not an optimal solution, it still gives players another choice.

    Well aquaducts are still a fun idea.  I definitely support them.  I just think maybe they'd be better geared toward powering machinery via water wheels.  Maybe not necessarily stone age tech - this era might be animal powered if anything - but certainly in the metal era, powering mill stones and stamp mills would be attractive options I think.  Kind of depends on how exactly they'd be powered, as to whether an actual aquaduct would be necessary, or just a canal.  For instance a water mill that just sits in a river might give X power while a wheel that has water falling on it from a height might provide power proportional to the height the water falls?  Or at least you get more power for water entering on top of the wheel, vs on the bottom?  That would make aquaducts attractive vs just putting the wheel in a stream or river.  Power could affect speed of operation, at the simplest.  If power is an actual quantity that transfers through machines, then it could determine how many machines and at what speed they would operate.

    Also, on a prestige level, if some kind of fountain mechanic could be created, that might be an attractive reason to create aquaducts with cisterns perhaps.  There would be pipes from the cistern drain to the fountain, and the pipes would store the data of how high the original cistern is, and then you could place the fountain nozzle, and depending on how high the nozzle is vs the height of the cistern, you would get more or less of a tall spray of water?  I think people would enjoy that.


  10. I think the hushing would only be efficient on large slopes if the vein actually follows the slope, and is at or very near the surface.  If it does not follow the slope you'll expose only a small portion of the vein, and if it's very deep at all, it'll be more attractive to just tunnel mine it.  Honestly the hushing thing seems like a historical precedent in search of a use, rather than a problem in search of a solution.  I just don't feel like there are any problems that it's a good attractive solution for, and I can't really think of a good problem to create to justify it either.  You'd have to drastically extend the dirt shoveling time, and I don't think that would fly.

    As far as a different portal, when trying to make progress, only the east-west portals will be considered progress.  North and south portals are just the same tier, so you're not making any progress.  So even if the north/south islands are softer stone than the east or west you tried, you're still wasting a lot time on that island having to conquer it and activate it's portals, vs if you had just been able to progress east or west.  And the east/west option only works once, going from tier 0 to 1.  After you're on either of the tier 1 islands, you're committed, and now going back the other way just gets you to the same tier you were on, if you were on tier 1 and are back tracking through 0 to get to the other tier 1 side, or you're going backward if you're on tier 2.    You've either got the grind of tackling the entire island of hardened stone, or you're got the grind of having to conquer entire tier(s) of island you've already been at to get to the equivalent tier in the other direction.

    I do like the idea of different stone hardnesses, including some that are extremely tedious to do with pickaxe, as obsidian is in vanilla, because I do think it provides opportunity for techs other than pickaxe.  But I just think those kind of super-hard stones should be in areas that are optional for the player, not forced upon them.  I think you can make fire mining a good option by not allowing the player to affect raw stone at all with their hands, and perhaps having very small deposits of poor copper in exposed cliff/hillside areas, providing the player a tempting opportunity to utilize fire mining, vs running around nugget hunting or doing the pan/sluice thing. 



  11. 11 hours ago, Stroam said:

    I get that getting to the next island and discovering it's a hard stone could be disappointing but it's those disappointments that makes TFC what it is. Most would be bored if there weren't disappointments. I wouldn't want the game too easy, plus I'd take a large vein in a hard rock over a small vein in any rock any day.

    I mean, there's the disappointment of having an ingot melt (momentary, part of the game rules, and the player's fault really), or accidentally ruining a crucible of blue steel (flaw in game mechanic, wastes a lot of time and material, but avoidable).   But then there's the disappointment of having to spend many, many hours more of tedious work that you wouldn't have had to spend if RNG had just flipped different.  It's similar to the frustration of having no flux nearby I think (which hopefully won't be a thing in TFC2), but longer and more definite, and unavoidable.  It's not really the best kind of game mechanic.   There's a balance that could be struck perhaps.  But I think it's a fine balance. 

    I honestly think it'd be better to have harder stones at lower Y levels, so the player Doesn't hit entire island-sized slow-downs.  But they know that if they go down, they will hit harder stone.  Maybe with better veins.  I think TFC1 used to have a relation between Y level and size/quality of veins.  I'm not entirely sure why they got rid of it, but on paper it seems like a good idea to me.  Risk vs reward.  Let the player choose to tackle the harder situation when they're ready, rather than making it a surprise kick to the groin.

    That is an interesting option, for powder kegs to turn blocks to rubble and gravel, vs disintegrating them.  And could avoid some or all of the ore crushing problems.  You could have a disintegration radius near the blast, where the ore is turned directly to drops, and then a further zone where it is turned to blocks of rubble and gravel.  Since rubble and gravel would presumably not be crushable, that would still allow the blocks above the disintegration radius to fall, while also preventing it from crushing ore below.  And since the player would still have to do the work of mining out the remaining rubble and gravel blocks, the effective radius could perhaps be larger and still be balanced.  I like it. 

    Edit: and regards streams and soil, that's well and good if source blocks dont' move soil.  But what if the player *wants* actually flowing water, for the sound and look?  And they want it in a soil setting, without gravel.  I think it unnecessarily limits that, and probably isn't really much better than just using a shovel.  Especially when veins are now long and snaking, and not circular.  There will of course be rare situations where you would have natural water perfectly made to just remove a bit of dirt and do the erosion over the deposit, but otherwise I'm having a hard time imagining it being worth going through all the aquaduct hassle, vs just shoveling away the soil.


  12. 6 hours ago, Pwnlord said:

    What's my best bet? Make a wooden platform atop the leaves, put a firepit on it, and wait?

    Or just build it right by the trunk.  Probably a lot easier.  I forget, do flint and steel not start fires in TFC?  That'd be even easier if so, assuming you have iron.


  13. 19 hours ago, Pwnlord said:

    I'm encouraged by the screenshots from Bioxx's Twitter, but I'm terrified of the idea of islands maybe a hundred chunks across with only a single variety of ore.

    Each island region is 4096 blocks north and south.  There is a certain border region that can't have land, but generally speaking your islands are I think pretty consistently well over 3k blocks in diameter, iirc.  This is known.

    As for ores, based on what Bioxx has told us in the past, for one thing, the early islands WILL have the things you need to tech up.  It's not been made clear yet if the starting island is stone-age only with copper on the next island, or if you can get to copper on the spawn island.  But if you are intended to reach copper on the spawn island, from what Bioxx has said we can assume there *will* be copper.  So maybe copper spawns in the X=0 islands regardless of stone type?  Or maybe only copper-bearing stones will be found in the X=0 zone?  We don't really know for sure - at least I haven't been able to deduce it from what we've been given so far.  I don't think it's currently the latter, but he it could probably be made so relatively easily.  For a time I wondered if ores would spawn regardless of stone type, based only on X values.  But all ores I've seen so far in TFC2 have been in their 'logical' stone types.  But, I've not seen tons of ores yet in TFC2.  They seem much rarer exposed above ground, and we don't have surface nuggets yet.  So i think almost all the ore I've seen has been naturally exposed in caves.

    So that might address a couple of your concerns.  I share some of your others, and have expressed similar concerns before.  I guess we'll see where things go.


  14. Definitely would love to see more detail and progression in mining. 

    I like the idea of fire mining.  But I think for that to be useful, there will have to be no drops from using your fist to break a block (unlike in current TFC1, iirc).  But the stone age options could still be varied:  1) collecting ore nuggest from the surface 2) sluicing 3) panning 4) fire mining.  That's a lot of options really, but I like that they each address a specific need.  nuggets is the easy mode but limited, panning is tedious but unlimited (except by sand/gravel availability), sluicing is automated a unlimited (again by material), and fire mining get you more ore, but for more time invested, and is also limited.  fire mining is also very opportunistic - you have to have a deposit in just the right spot - at the surface.  I presume we would have a 'clay bucket' or something, to hold the water, unless buckets would not be metal age tech in TFC2. 

    I'm not so sure on the dirt erosion thing.  It would limit player ability to make picturesque flowing streams, and may be problematic with the TFC2 terrain generation, even assuming gravel (which TFC2 seems to line most creeks with) is *not* washed away.

    I do think the pickaxe as the main tool in extracting ore is a bit problematic, in that you can only extend the time so long before the player just won't do it anymore.   I think this limits the time spread you can have from the lowest to highest pickaxe.  I like water source blocks obeying gravity, I'm not so sure what you mean by '5 of 8 fills in the air'?  There's only 6 sides to any given block.  If you're counting diagonal blocks, and only the horizontal  plane, that seems a bit much.  I think the way it is now where any two horizontal sides causes it to fill in is fine.  Is there a specific issue the 5/8 ratio addresses?  Aquaducts are a fun idea, I'd love to see them necessary.  But I'm not sure erosion is the best thing.  I feel like water powered machinery might be a better use.  I feel like removing dirt by shovel would need to be more difficult before going to all the water hassle would be attractive.

    I do like the notion of several grades of prodcut, leading to better and better extraction.   I'm assuming there would in this scheme be, for instance, 'granite gravel', and then 'gold-bearing granite gravel'?  You'd need to have both so normal gravel can spawn in streams and stuff without being easy-mode ore.  So rubble yields maybe just 20%, gravel 40%, sand 80%, and powder 100% of the ore potential?  That seems like a decent and compelling progression.  So the player is in a hurry, they can process the rubble and gravel.  If they want to get more efficiency they break up the rubble into gravel.  The player can make animal powered grinders to automate the process perhaps.  That's your stone age maybe.   Once they're into the metals, they can make water powered stamp mills to automate it better (powered by either aquaduct, or water wheel).  They can also build some form of rolling crusher mill to very slowly turn gravel to sand, but that's the best they can do in the stone age.    When the player gets engines, they can make a plate crusher that will turn rubble directly to sand.  And have a separate grinder to turn sand to dust, again, slowly.  And then maybe some further tech that can go straight from rubble to dust.  I like that this sort of chain allow you so make the player put it together in several ways.  They can make a chain of relatively inexpensive and slow single-purpose machines, or they can make a huge investment and make the power hungry all-in-one machine.  I think players love that kind of tech progression.   It may extend the life of a mine, by causing players to only mine what they need at the time, leaving the rest for when they have better tech/automation.  But, they still might choose to just mine what they can immediately, and store the rubble till later, especially in a multiplayer setting where someone else may find the stuff.  Although, if rubble is very hard to transport, maybe not.  Also if rubble does not fit in most containers, it would make the storage of said rubble a possible issue.

    The yield gradient could be extended if the refining methods also teched up a lot, and affected the yield.  So pit kilning applies a 70% yield modifier, with with further techs being 80, 90, and finally 100%.  Or the smelting tech could be differentiated in other ways too, if the desire is to keep it simple.  Rich copper at 35 units x 40% for gravel x 70% for kilning, is asking the player to do a lot of maths (and equals 9.8 units).  But it would provide a lot of tech tree options.

    I'm not sure wide variations in hardness of general stone types is a good idea, considering the current scheme of entire island being one stone type.  It makes for a rather disappointing moment when you reach you next island and find it's all granite and very difficult to mine.    I think it would make much more sense if certain desireable minerals were present only in extra-hard stone.  This might require some rearrangement of the stone types though.  So your general island stone is pick mineable, but you run across a vein of emeralds or rubies, and they're in obsidian, which is extra-hard.  I like this especially in the context of making explosives more useful.   I guess a lot depends on how faithful TFC2 intends to be to reality.  Or if it's feasible to have the islands be generally of sedimentary or metamorphic nature, but having igneous extrusions or small regions, which can contain more valuable ores.

    One of the problems I always had with powder barrel mining in TFC1 was that to do it best you had to find the bottom of the vein and work up. Otherwise you were wasting ore via all the cobblestone that was generated falling and squashing ore blocks beneath.  It was also disappointing that powder kegs didn't work exactly as stated.  Near as I could tell, you got more radius if you mined out the immediate area around the powder barrel.  Even centering a barrel in a 5x5 area though, I think I never got more than a 16 or 20 block diameter chamber.  Certainly never anywhere near the 40 blocks claimed by the wiki.  And I tried it in all 3 stone types, with the exact same results.  I think if powder barrels are to be more attractive, it would be useful to change ore crushing mechanics - for instance only cobblestone/rubble blocks will crush ore blocks.  Gravel and sand will not.  And then powder kegs could be made to yield only gravel, thereby avoiding ore crushing.

    The snakelike veins, I think we've already got.  I'm hoping this makes minecarts more useful.  But that will depend on how easy it is to carry ore/rubble/etc on one's person, vs in conveyances.



    1 hour ago, KingOfAssasins said:

     Is here some command? or something like this to be able to die on hunger?

    As I understand it, this is as intended.  You lose nutrition faster when you are starving, the idea being that eventually you end up with so few hitpoints due to nutrient deficiency that you are easy for mobs to kill.  But you don't actually die from hunger itself.  It used to work that way.  I presume they decided it wasn't a 'fun' mechanic.


  16. So the bedrock holes can't be fixed?  My impression was that Bioxx was aware of them, but simply wasn't going to bother fixing them because the plan was to forbid access to those areas.

    Transport between boats could be instantaneous, which is the shortest you can get.  Personally I'm fine with having indestructible ships or caravans or whatever.  I'd trade it for more free-form exploration and especially more varied island design any day.

    From what I've seen of the island generation thus far, most of these islands are maybe 100-300 blocks apart at their close points.  Hardly what I'd call 'vast'.  That's a far cry from the endless ocean wastes of TFC1.  It's nothing as far as MC boat travel is concerned.

    My other concern about the current portal situation is that you may end up with the player getting teched up, but possibly not finding the portal yet.  And now they're ready to move on to the next island, east or west but can't find it.  That could be frustrating if they just want to continue advancing, and not move parallel north-south.  These portals are sometimes hidden under trees.  If nothing else their structure could stand to be made larger so that they have a good chance of being hidden by trees.  Ships on the other hand, being in open water, would always be very visible.

    The easier mob transport via portal is a good point.  Ships would be harder to accomplish that with.  In the scope of a 'classic' ship design anyway.

    If there's grand plans for the paths dimension that's great.   But kind of my two main points here are that 1) TFC2 progress is slow, and the portals and paths dimensions seem prone to bugs and just generally seem like another huge code time sink. And 2) the paths dimensions seems to be necessitating some very same-ey island design, and the very rigid nature of ocean travel.  The ocean travel thing is already a concern of several people I think.  Imo, it wouldn't be the worst thing in the world to cut loose the paths idea for now, leave ocean travel open, work on the more important nuts and bolts stuff, and maybe revisit paths later when the game is more playable.  Perhaps after playtesting combat to see if it is a sufficient advancement brake on its own. 


  17. Glad ya like it Falcon.  I will say, there was a portion of the original thread that I think was lost when the post above yours was merged in, or during the forum switch or something.  As I recall it was Kitty or Bioxx explaining that minecraft doesn't provide the capability for a block to drop different drops based on the tool used.  They can only say "I'm broken, now I drop this!".   So my suggestion in that regard became more problematic.  I never responded to that issue, maybe I'll do that now:

    So I'm not entirely sure how the new model system works exactly, but my impression is it's a bit more flexible than was initially thought in the chiseling discussion.  Apparently you can combine models together to a certain degree?  Idk.  But proceeding off that assumption, a way I thought to get around the block-drop conundrum was to have each specific tool change the 'slice' of meat to a new slice.  So there would be a 'meat' slice (default), and a 'bone' slice, and a 'tendon' slice, for example.  If the player wants to get a higher bone yield they right click with the bone-getting tool, and chance that slice to a bone slice.  Then that slice drops more bones.  Perhaps arrange it so each slice can only be changed once (so it requires a little thought), and perhaps also limit the number of bone/tendon slices a given haunch can yield.   That seems like it might work around the block-drop limitation?

    It gets more complicated with more 'dissection-ey' stuff.   If a mob drops four haunches, even if you limit each haunch to one 'eye' slice for instance, the player could still theoretically get up to four eyes from one animal.  In such case you might have to limit mobs to dropping only two haunches (but you could still get two hearts or livers?).  Or you'd have to start making separate parts.   Haunches, rib cages, and heads - each limited on what slices they can produce.  That starts to kind of require several generic models of these things, or many animal-specific models.  Perhaps specialty items are only obtainable at the corpse stage? I would absolutely be down for making those models though.

    Still a lot of issues at that level of detail, but maybe we'll be lucky to even get the first level of detail.  I'm hoping the current hiatus is kind of due to maybe waiting for 1.13 and the big changes with metadata and block ids?  Which if past patterns are followed might be in December?


  18. On 8/7/2017 at 4:27 AM, Keen_Falcon said:

     But i don't like the idea of portal system....

    Not sure why you phrased it with a 'but'.  I don't really like the portal system either.  So I think we're in agreement, though maybe for different reasons. 

    The portal system as I understand it was basically brought in as a hard enforcer of island progression - the player had to defeat an island boss to get a key(s?) to activate the portals.  The boss being presumably very hard to beat without tiering up your weapons and armor.  But I think this could probably be tolerably enforced simply by having the armor-and-weapon-using mobs of successive islands equipped with better gear.  It's true that minecraft mobs are dumb, and a player could probably kill high-tier mobs while under-geared, if they really put in the effort and want to do it.  But it'll be more difficult - my alternate weapons and armor suggestion would specifically help address the issue.  In my original suggestion there, a weapon 1 tier below the armor would do 25% of it's damage.  So even if the player is dancing around the mobs, they're using 4x the durability of their weapon just based on number of hits, nevermind if gear takes more damage opposing higher tier metals. 

    The really abusive part of minecraft is missiles, which mobs are usually ill equipped to handle.  But if taking on higher tier armor with inferior missiles, the player is going to be spending TONS of resources and time making all those arrows (metal arrow heads would NEED to be a thing in this system).  Combined with forbidding block placement before an area is conquered, I just really think the game can be balanced to mostly enforce/strongly encourage the metal tier progression without the hard enforcement of portals and boat forbiddance. 

    The boat issue can be strongly discourage simply by strong ocean mobs hanging around the sector borders, or deep ocean chunks, I think.   I don't think it would be worth the player risking getting killed at sea and losing their gear, vs simply following the intended tiering pattern and being safer.  Or, as you say, have the option of purchasing passage on a ship.  The cost being perhaps 4-5x the metal amount required for a full kit of gear.  So the player can gear up and boat themselves at X cost, or pay for passage at 5X cost.  Maybe they can even build boat with hulls plated in the metal of the island tier, and that metal makes the boat immune to the specific mobs that are meant to prevent boating across sectors easily.   The nice thing about ship transport, it seems to me that it could simply be out in the ocean (but inside the border mob ring - player boats to shore in a normal little boat) and so not near as touchy about how and where it appears.  And no paths dimensions (well, at first maybe) so that avoids fiddling with that for awhile.   Just seems to me like it'd save some effort on Bioxx's part, and give players more flexibility, if they want a free-ocean-and-boating world.


  19. 36 minutes ago, LegendGamer said:

    Do you need such an addon? Are you willing to support development financially? Waiting for your answers!

    The devs have ceased development of TFC1, as they are developing TFC2.  They don't even do minor bug fixes anymore for TFC1.   I'm not one of them, but I can tell you that the answer to your questions is almost certainly no.  Especially the 'financial' question, considering TFC of both versions are free.


  20. As I understand it, one of the major benefits of the island system is that it allows the use of discreet climatic zones, rather than a temperature gradient system.  The temperature gradient system was the thing that created the hard line of acacia forests near the equator.  I really like having climatic zones, because it allows a lot of interesting variation from island to island - even east-west - that wasn't possible in TFC1.  So ya, I think the island system is worth it.  The islands are usually pretty big, so it's not like it feels confining.  My only wish is to ditch the portal system, since it seems to have necessitated the islands all being rather same-ey in order to accommodate portal placement.  I really enjoyed the islands of earlier versions, where there were large internal lakes and such.  That doesn't seem to occur anymore.


  21. Eh, nothing special about my technique in general.  I basically clear-mine level by level, leaving a 2-thick floor between.  I cherry pick the ores from this floor, and replace them with cobblestone to leave a smooth supported ceiling on the 'bottom' of the floor, and a smooth walking surface on the 'top' of the floor.   In between I mine alternating blocks to maximize raw stone gain (and naturally reduces pick usage a bit, since raw blocks pop off without the pick).   Easy to navigate, no dangerous drops, no jumping.  I like to keep it simple.  I'm not generally that concerned about time, and pick durability doesn't really concern me much, unless I'm at the very, very start, with my first copper or bronze pick - but then, I enjoy smithing and usually have 2-3 spare pick heads in a vessel on me at all times.  I just take it one 5x5 bay at a time, and stop going in a given direction when I get less than X ores per bay.  X varying depending on the ore in question and the richness, and how into mining I am at the time.  After I 'finish' a level, I wall off around the ladder shaft, and leave a door, so that when the level goes dark I don't have to worry about mobs jumping me on my way up/down.